Shader "VFTemplate"
{
Properties
{

}
SubShader
{
	Tags { "Queue" = "Transparent" "RenderType"="Transparent"}

    Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag

#include "UnityCG.cginc"

struct v2f
{
    float4 vertex : SV_POSITION;
};

v2f vert (appdata_full v)
{
	v2f o;
    o.vertex =UnityObjectToClipPos(v.vertex);

    return o;
}

fixed4 frag (v2f i) : SV_Target
{

    return fixed4(0,0,0, 1);

}

ENDCG
    }
}
    FallBack off
}